Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Interceptors attacking without carriers
Interceptors attacking without carriers
May 17 2009, 8:17 pm
By: scwizard  

May 19 2009, 5:24 pm ClansAreForGays Post #21



Quote from Pyro682
Bahhh- I can't seem to be able to re-create it. It was with some odd combination of AI scripts. I was teaching him how to make interceptors move when he did it. It basically sat at the carrier and shot really fast, kinda like holding position.
I'll ask him on what he did to do it, and I'll get back to you.





May 19 2009, 8:06 pm Bioject Post #22



Quote from r00k
yes it is.

you need a carrier in a corner of a map that attacks a unit, that is attackabale but undestroyable, so that the interceprors are alway out. when they fly you can order them to move to a location you decide.
You can make em patrol, attack, whatever you want.

You can download my map: "Clay Pigeons", its open source and you can find it in the MAp Database.
I did a lot of stuff in it with Interceptors, and its not that much triggers so should be easy to find out how things work. Clay Pigeons

And i am pretty sure there is a Tutorial or a Test Map in the Database, if not SEN than MAplAntis, where it is explained. Thats how i found out how it worx.



Wow that had nothing to do with what you claimed...



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May 20 2009, 12:46 am Falkoner Post #23



Quote
Wow that had nothing to do with what you claimed...

Nice job beating a dead horse.



None.

May 20 2009, 2:40 am Pyro682 Post #24



Quote from ClansAreForGays
Quote from Pyro682
Bahhh- I can't seem to be able to re-create it. It was with some odd combination of AI scripts. I was teaching him how to make interceptors move when he did it. It basically sat at the carrier and shot really fast, kinda like holding position.
I'll ask him on what he did to do it, and I'll get back to you.


(Being AT THE CARRIER and not IN the carrier is a difference, CAFG.)



None.

May 22 2009, 3:25 am scwizard Post #25



Awesome (potential) find Pyro682!

If you figure this one out, please make a topic in UMS theory and link to it here :)



None.

May 22 2009, 4:19 am ClansAreForGays Post #26



Quote from Pyro682
Quote from ClansAreForGays
Quote from Pyro682
Bahhh- I can't seem to be able to re-create it. It was with some odd combination of AI scripts. I was teaching him how to make interceptors move when he did it. It basically sat at the carrier and shot really fast, kinda like holding position.
I'll ask him on what he did to do it, and I'll get back to you.


(Being AT THE CARRIER and not IN the carrier is a difference, CAFG.)
Good thing I never had anything to do with saying anything about it being in the carrier, huh.




May 22 2009, 1:59 pm Pyro682 Post #27



Quote from ClansAreForGays
Quote from Pyro682
Quote from ClansAreForGays
Quote from Pyro682
Bahhh- I can't seem to be able to re-create it. It was with some odd combination of AI scripts. I was teaching him how to make interceptors move when he did it. It basically sat at the carrier and shot really fast, kinda like holding position.
I'll ask him on what he did to do it, and I'll get back to you.


(Being AT THE CARRIER and not IN the carrier is a difference, CAFG.)
Good thing I never had anything to do with saying anything about it being in the carrier, huh.


So, What were you saying? If it was nothing, then why did you bother making the post?



None.

May 23 2009, 6:09 am Pyro682 Post #28



Aight, Here is the map.
The Trick is to move the interceptors to an area that is blocked by some other air units.
They move slightly, but some shoot quite rapidly.

I'm going to see if I can re-furbish this and re-create it to make it easier to use. (The map was made for other puposes, not interceptor firing.)

Attachments:
intercepter sentry (sorta).scm
Hits: 12 Size: 37.43kb



None.

May 23 2009, 1:43 pm scwizard Post #29



Wow, that's some really freaky and innovative stuff. I had no idea interceptors could be used like that.

Looking forward to seeing the completed spell.

As for the sentry thing, it doesn't really look practical for what I have in mind, as it requires the interceptor to be nearby it's "host". It's quite interesting though, you should make a thread in UMS theory.



None.

May 23 2009, 8:37 pm Pyro682 Post #30



The Sentry isn't really what I was referring to.. It just happened to be in the test map that was made.

As for the Theory thread, I might... Then again, this thread is already here.

TiKels and I beleive that there's a timing in it that we can make the interceptors shoot that fast without having them move at all. I know that they're moving only slightly, but it would be such an improvement to eliminate the mobility altogether.



None.

May 24 2009, 2:57 am Pr0nogo Post #31



I believe the reason some of them fire much faster than others is because the cooldown for their attack is one (check DatEdit/PyDat)
Good job, props.




May 24 2009, 4:26 pm scwizard Post #32



Well in my experience they weren't moving visibly when they did their weird shooty thing.

The main problem is that they had to be nearby the carrier. If you could somehow eliminate that then it might be much more useful.



None.

May 25 2009, 8:30 am MANight Post #33



Quote from Falkoner
Quote
You can make Interceptors shoot while Out of the Carrier. They shoot in a turret sort of fashion. It's fast, and I think TiKeLs has done it. I'll see if I can try to replicate what he did. (Wait for 10 minutes after this post is made)

Never heard of it, and if they can shoot, I doubt that they can actually acquire a target.

All you can do with Interceptors is make them move around away from the carrier, there is no way to make them attack a specific target when separated from it.

i think u could make them attack specific targets but the troble of doing the trigger work for it is no worth it.
have to use give to player n such.


hmmm trigger shud go sumtin like this...

Condition: (your condition) or Player x brings 1 x to location x
Action: run ai script at location x "set generic command point"
Action: move all interceptor at location to location x
Action: run ai script at location x "make these units patrol"
Action: presurve

sumtin like that... probly more but im tired right now so i dont feal like cheakin it. also make sure to preplace carrier and enemy ;D

edit: whoops didnt see the second page... owel il just leave it up for imput.



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May 25 2009, 9:21 am JaFF Post #34



Pyro, interesting concept. Your triggers are a complete mess, though. :P So the general idea is that interceptors shoot their original target when near their carrier if they're being constantly moved to a location they cannot be moved to? What if you try and move the carrier to the interceptors for one trigger loop, then move it away for some time? What if the carrier acquires a new target during this process?

So many questions. I'll look into this as soon as I can.



None.

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